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Question by Sargon · Nov 12, 2011 at 10:34 PM · textureblenderfbxexport3dsmax

Why Blender's FBX must reassign texture but 3ds Max's FBX don't?

I want to use my model from Blender with Unity. When I exporting .FBX from Blender I must reassign the texture again but when I export .FBX from 3ds Max I won't have to. Is there a way to archieve same effect as 3ds Max? I mean, It's the same .FBX format why Blender can't do it? (This is troublesome for large object count with different textures) Oh, all texture on Blender has been UV unwrapped.

If I can't really do this someone gotta write an add-on exporting script soon!

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avatar image Jake-GR · Nov 12, 2011 at 11:33 PM 0
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Are you using 2.60? I just tested something simple. But I imported the textures into Unity, then pointed Blender to use those. When exporting .fbx it imported correctly, and had the material/texture assigned. I think that is what your asking, but not positive.

avatar image syclamoth · Nov 13, 2011 at 03:37 AM 0
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Oh come on, it's not that hard to just do it manually! The UV maps export alright, so it'll work fine. Blender $$anonymous$$aterials obviously won't work in Unity, since they use a totally different format- so you'd have to manually set up your shaders anyway.

avatar image Sargon · Nov 13, 2011 at 10:13 AM 0
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Yeah for billboard tree (a tree consist of cylinder and 5 planes) I'm working on if I use blender I must set two-sided+transparency shader AND reassign the leaf graphics for all faces. For 3ds $$anonymous$$ax all faces shown it's respective graphics so I only need to set shader.

And I'm using 2.6 (latest version)

avatar image syclamoth · Nov 13, 2011 at 10:28 AM 0
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$$anonymous$$ake the leaves all one object, it'll save on draw calls and make it way easier to assign the textures.

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